Method, apparatus and system for video tuning of a video switching device for a gaming machine

ABSTRACT

A method, device and system are set forth for controlling a video switching device (VSD) configured to display video from multiple video streams at a video display. Where video signals are received which are unrecognized by the VSD a tuner is coupled to the VSD to control the same to extract video primitives adjust the configuration data so that the video stream will be properly displayed at the video display. In another embodiment the tuner may command the VSD to display a diagnostic dashboard for the gaming machine and its components and network connections.

RELATED APPLICATION

This application is a continuation application of and claims priority toprior filed U.S. patent application Ser. No. 13/220,254 filed Aug. 29,2011 and titled “Method, Apparatus and System for Video Tuning of aVideo Switching device for a Gaming Machine” and is related to U.S. Ser.No. 14/090,089 filed Nov. 26, 2013 and titled “Method, Apparatus andSystem for Video Tuning of Video Switching Device for a Gaming Machine”now U.S. Pat. No. 8,968,090 and is related to U.S. Patent ApplicationPublication No. 2009/0149253 by Bryan Kelly et al and titled “VideoSwitcher and Touch Router Method for a Gaming Machine and filed Jan. 8,2009 now U.S. Pat. No. 8,241,123 and related applications recitedtherein.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

FIELD

The disclosed embodiments relate generally to a method and apparatus forcontrolling a video switching device to mix video signals from legacygaming machines which produce non-uniform video content signals and tosize the video output to fit the gaming machine display. The disclosedembodiments also relate to a displayed control panel to aid in faultdiagnostics.

BACKGROUND

Providing Picture-in-Picture (PIP) features and multi-framed screenshave been implemented on gaming machines. This typically has beenachieved by programming screen real estate segmentation into acontrolling software application and a process running on a single ormulti-core CPU to specifically draw the output into each frame. Thedrawing software may be accomplished by rendering streaming mediasourced from a local or network media service (e.g., Adobe Flash Server,Windows Media Server), by rendering marked-up commands (e.g., HTML)served up from a local or remote web service, or by direct programmaticmanipulation of graphics.

Traditionally, wagering-related game presentations (spinning reels orvideo games) on an electronic gaming machine are presented on one ormore video displays. One of these displays, called the Main GameDisplay, is usually positioned directly in front of and within armsreach of the casino patron seated in front of the machine, providingoptimal viewing and physically interacting with the electronic gamingmachine. System information, on the other hand, has traditionally beenpresented via a separate stand-alone display, called a System Display oriVIEW® (iView® is a Registered Trademark of Bally Gaming International,Inc.), usually much smaller in size, located above, below, or to theside of the Main Game Display. System information traditionallydisplayed has included the patron's name, loyalty club information,casino marketing messages, and interaction with secondary marketingpromotions, bonus games, sweepstakes, and tournaments. This SystemDisplay generally is a separate, small, multi-line text or LCD graphicaldisplay. In both cases, it is not optimally positioned for eithercapturing the patron's attention or for viewing in general.

A need has been recognized to exist to enhance the patron's overallgaming experience by presenting key system information at a locationoptimized for notification and viewing by the player. An ideal locationwould be on the Main Game Display since all gaming cabinets are designedwith this display placed for optimal interaction with the wagering game,including bar top, slant top, and upright-style electronic gamingcabinets.

Many secondary displays on a gaming machine are under-utilized. Many areused simply as static electronic glass. Others provide a secondarydisplay for displaying bonus games or progressive meters in conjunctionwith the wagering game on that cabinet while a patron is wagering on thedevice. A need has been recognized to exist to more effectively utilizethis secondary display, especially when no one is actively wagering onthe gaming machine by displaying casino specific messages, for example,advertising the specific game, casino events and promotions, responsiblegaming messages, or other types of advertisements and messages. It wouldbe advantageous to display these messages located for optimal viewing bypatrons in the vicinity of the electronic gaming machine, not justsitting in front of the machine. For many electronic cabinet styles,this would be the secondary display often located above the Main GameDisplay.

Currently, a separate screen is used to display system information whilemaintaining a separation between the gaming machine, with one or moremaster gaming controllers, from the associated equipment player trackingdevice. A need has been recognized to exist to reduce costs byeliminating the separate display used for system information. It wouldbe advantageous to display both wagering game and system information onthe same display.

Also currently, system information is streamed or otherwise communicatedthrough TCP/IP, serial ports, USB, and other methods to a softwarecomponent running on the master gaming controller that renders thecontent and manages the interactivity with the patron, for example,touches. This exposes the master gaming controller to aberrant andmalicious software compromising the integrity of the wagering game.Further, substandard and poorly implemented software consumes more thanits share of resources and affects the performance and function of thewagering game. Therefore, a need exists for the wagering gaming deviceand software that renders the system information to be separated andprotected from each other.

Where system information is rendered through software components runningon the master gaming controller, the operating software must be designedin such a way to ensure the integrity of the wagering game software isalso running on the master gaming controller. As a result, when newsystem-only capabilities are needed, such as a new biometric camera,which do not directly affect or are directly used by the wagering game,each game manufacturer must update their operating system software tosupport such features and new devices. This results in slower time tomarket for such features since each manufacturer must have theirplatform approved by regulators. This further results in inconsistencyacross a given casino floor since manufacturers employ differentschedules for implementation. Accordingly, a need exists to share thetouch displays with no changes being required in the wagering gamesoftware, or game operating system, or any other software running on themaster game controller.

Furthermore, a need exists to employ shared wagering game and systemtouch displays on legacy electronic gaming machines without affectingthe performance of either the wagering game or the system content. Bylegacy gaming machines, what is meant is existing gaming machines fromvarious manufacturers, which include the drawbacks noted herein. Thesemachines may have previously been deployed in the field (i.e. casinosand other regulated gaming venues) or are machines of the same design orwhich have not been manufactured/programmed to a common standard. Thisdescription should not been deemed to be exclusive or all encompassingof legacy gaming machines. Updates to system-driven content will nottouch the regulated gaming software. Also, a need exists to employshared wagering game and system touch displays with a consistentexperience. It would be advantageous for the customer experience to beconsistent on all electronic gaming machines across all manufacturers,and across all games and computer hardware configurations on a casinofloor. There exists a need to maintain the well-defined separationbetween regulated gaming equipment and associated equipment.

A need also exists to allow patrons to interact with the gaming machinebased on what is shown on the shared displays. The patron's touches mustbe sent to the correct source of what is being shown on the shareddisplay at the point where the patron touched. It would be advantageousto process and route the touches with no changes being required in thewagering game software or game operating system or any other softwarerunning on the master game controller.

In regards to legacy and other gaming machines, it often occurs that thevideo signals generated to the main game display have non-uniformcharacteristics. These video characteristics may be tied to content suchas one or more game title software. As such, in attempting to mix gameproduced video signals with signals from a secondary source, can resultin an error message and/or improper positioning of the composite contentat the display. The video processing software/firmware, based upon thesignals, may not be able to determine the video characteristic includingvideo “blanking periods” which define the margins of the video andaccordingly the video processor may generate an error message ormisalign the image at the display. In the prior art it has beennecessary for designers to configure the video display and/or videoprocessor by attempting to determine the blanking periods andprogramming the video manager firmware. A degree of trial and error maybe required. Further, for each new video format encountered the revisedvideo manager may require regulatory approval. Suffice it to say, if avideo processor is to be configured to be installed in legacy gamingmachines of different manufacture and to process video signals fordifferent video formats, significant and ongoing development and otherresources will be required to accommodate those various video modesuntil standardization is adopted by the industry.

Further it would be advantageous if the video manager could beconfigured to display at the game display (primary or secondary) adiagnostic dashboard.

SUMMARY

In accordance with one or more embodiments, a method is set forth forconfiguring a display of a gaming machine of the type having mastergaming controller configured to issue first video signals representingfirst content and having first video characteristics. A Video SwitchingDevice (“VSD”) is placed between the master gaming controller and thegaming machine display (and any Secondary Displays). Specifically, asystem gaming/player tracking device, which by switching (e.g.,arbitrating, redistributing, or the like) video output from one or moremaster gaming controllers and/or another source such as one or moreassociated equipment devices, displays the resulting video output to oneor more video displays associated physically or logically with anelectronic gaming machine (EGM). Preferably, the video switching iscontrolled by the associated equipment device that is connected tobackend casino systems or controlled by central configuration serversover Ethernet. User inputs (e.g., via touch, or other coordinate inputdevices based on the geometry of the video display) are received by thetouch de-multiplexer and routed to the appropriate master gamingcontroller or associated equipment device, scaled appropriately, asdetermined by a video output window the user was interacting with on theshared touch display.

The VSD is also located between the associated equipment deviceconnected to the casino system network (e.g., player tracking device)and its System Display. In one embodiment, the VSD is a separatehardware device with multiple video input ports and a controller port.The VSD receives one or more video signals from the master gamingcontroller and one or more video signals from other sources such as thesystem device, displays one or multiple video signals on one or moreshared displays. The video signal inputs and outputs may be 9-pin VideoGraphics Array (VGA), 15-pin Super VGA, Low-voltage differentialsignalling (LVDS), Digital Visual Interface (DVI), HDMI, or anycombination thereof. The controller port may be RS-232 Serial, USB,Ethernet, and the like. One video signal may be presented alone on oneof the displays, with the other signal absent from that shared display,or multiple signals may be simultaneously displayed on one of the shareddisplays.

The screen may be split between multiple signals, or one or more signalsmay overlay one or more background signals. The overlaid signal(s) maycompletely obscure the background signal(s) or may provide a level oftransparency by allowing the background signal to be partially orcompletely visible. Also, the overlaid signal may provide differentlevels of transparency in different areas of the display, effectivelysuperimposing an image on top of the background signal. The VSD receivescommands from a device or server via Ethernet connection, preferably aplayer tracking device (an associated equipment device) directing theVSD to split, overlay, superimpose, and otherwise share the displayamong the video input signals. This VSD enables the wagering gamerunning on the master gaming controller and the system informationrendering software to remain completely independent of each other,executing on single or multi-core CPU's located on completely separateelectronic devices.

In accordance with one or more embodiments, a Touch Router Device(“TRD”) receives touch signals from micro-controllers located on each ofthe touch displays, specifying the physical coordinates of a touch. TheTRD determines the source of the video images displayed at the physicalscreen coordinates and calculates any coordinate transformation toaccommodate any scaling or shifting performed on the video signal as itis mixed (e.g., switched, arbitrated, redistributed, or the like) foruse on the display. The TRD then sends the relative coordinates(de-scaled and de-shifted) to the appropriate source device, a mastergaming controller, or an associated equipment device, by mimicking thetouch controller. This Video Switching/Touch Router Device enables thewagering game running on the master gaming controller and the systeminformation rendering software to remain completely independent of eachother, executing on single or multi-core CPU's located on completelyseparate electronic devices and shared touch displays.

In one embodiment, the TRD is a software component located on the playertracking device, i.e., an associated equipment device. The shareddisplays' touch controllers communicate with the player tracking deviceusing RS-232 serial ports, USB ports (possibly utilizing a USB hub), acombination of the two, or conversion of one to another. The playertracking device's touch controller driver receives the touch signalsfrom the microcontroller(s), converts their signals to physicalcoordinates, and provides the coordinates to the TRD, if the playertracking device is not the source of the video signal located at thatphysical coordinate. The TRD determines the video source, any scaling orshifting performed on the video signal, calculates the physicalcoordinates from a perspective of the video signal source device, andsends the touch micro-controller signals and commands to the touchdevice driver on the source device either through RS-232 serial ports orUSB ports (possibly utilizing a USB hub), a combination of the two, orconversion of one to another.

The VSD is configured to determine from the first video characteristicsof the video content signal from the master gaming controller a firstsignal signature. This signature may be based upon the primitive timingof video signals such as the Horizontal Frequency (or period), VerticalFrequency (or period) and the total number of horizontal lines includingthe blanking periods. The signal signature is compared to signaturesstored in a table where the table includes data corresponding to theadjustment of the first video signal to fit the target video display. Ifthere is a corresponding signature the VSD adopts the correspondingadjustment. If there is not corresponding signature, the VSD iscontrolled to receive adjustment data to adjust the displayed image tofit the display. The non-corresponding signature and adjustment arestored in the table for future reference.

In one embodiment a tuner is provided to be coupled to the VSD tocontrol the VSD to adjust the image and store the signature andadjustment.

In additional embodiments, an improved VSD is set forth as well as atuner therefore.

In a further embodiment the VSD is controlled to display a diagnosticdashboard.

Further aspects, features and advantages of various embodiments of thedisclosed embodiments may be apparent from the following detaileddisclosure, taken in conjunction with the accompanying sheets ofdrawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a component diagram of a Display Manager connected tocomponents of an Electronic Gaming Machine and Player Tracking Device;

FIG. 2 is a component diagram of the components of the Display Manager;

FIGS. 3A and 3B are component diagrams of the Touch Router;

FIGS. 4A through 4C are diagrams of different screen splittingembodiments;

FIG. 5 is a diagram demonstrating how the Video Switcher scales video;

FIG. 6 is a diagram demonstrating super imposing one video stream overanother;

FIG. 7 is a logic diagram charting a touch screen signal from a patron'stouch to the final software endpoint receiving the relative pixel screencoordinate;

FIG. 8 is a component diagram demonstrating the current configuration ofa gaming system;

FIG. 9 is a component diagram depicting the components a Display Managerembodiment;

FIG. 10 is a component diagram of one embodiment of a Display Manager;

FIGS. 11-13 are diagrams of different screen splitting embodiments;

FIG. 14 is a diagram depicting re-mapped game touch coordinates;

FIG. 15A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a main monitor and a topmonitor, where one Display Manager drives both monitors;

FIG. 15B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 15A;

FIG. 16A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a main monitor and a topmonitor, where one Display Manager drives only the top monitor;

FIG. 16B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 16A;

FIG. 17A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a single monitor, whereone Display Manager drives the monitor;

FIG. 17B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 17A;

FIG. 18A is a component diagram depicting the video connectivity mappingof an embodiment including a video cabinet with a rotated widescreenmonitor, where one Display Manager drives the monitor;

FIG. 18B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 18A;

FIG. 19A is a component diagram depicting the video connectivity mappingof an embodiment including a stepper cabinet with a top monitor, whereone Display Manager drives the top monitor;

FIG. 19B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 19A;

FIG. 20A is a component diagram depicting the video connectivity mappingof an overlay embodiment including a stepper cabinet with no topmonitor, where an iVIEW device is connected directly to a transparentoverlay;

FIG. 20B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 20A;

FIG. 21A is a component diagram depicting the video connectivity mappingof an embodiment including a stepper cabinet with no top monitor andhaving a standard iVIEW device and display;

FIG. 21B is a component diagram depicting the touch connectivity mappingof the embodiment shown in FIG. 21A;

FIG. 22 is a component diagram of an embodiment of an iVIEW; and

FIG. 23 is a component diagram of an embodiment of a fully-featurediVIEW with two VGA outputs;

FIG. 24 illustrates a Display Manager combining the screen content fromtwo or more sources without affecting the physical construction of thedevices connected thereto;

FIG. 25 illustrates installation and configuration of the DisplayManager software and hardware;

FIG. 26 illustrate Display Manager configuration screens;

FIG. 27 illustrates a component diagram of the Display Manager shown inconnection the Master Gaming Controller, the GTM iVIEW, and the gamingmachine display screen;

FIG. 28 illustrates a video connection and the touch screen controldiagram of the Display Manager shown in connection the Master GamingController, the iVIEW, and the Game Display;

FIG. 29 is a logic flow diagram illustrating the Display Manager's basicfunctions;

FIG. 30 is a logic flow diagram illustrating uncarded direct messagesusing the Display Manager system;

FIG. 31 is a logic flow diagram illustrating carded direct messagesusing the Display Manager system;

FIG. 32 is a logic flow diagram illustrating the additional DisplayManager functions;

FIG. 33 is a logic flow diagram illustrating the additional serial touchscreen functions;

FIG. 34 is a logic flow diagram showing an aspect of the Display Managertuning functionality according to an embodiment of the presentinvention;

FIG. 35 is a diagram of the primitives for a VGA signal;

FIG. 36 is a diagram showing the connection of a tuner according to anembodiment of the present invention to the Display Manager and thesystem connection to the network; and

FIG. 37 shows an embodiment of the invention where the Display Managerdisplays a diagnostic dashboard.

DETAILED DESCRIPTION

Various embodiments are directed to sharing touch displays between oneor more Master Gaming Controllers and one or more associated equipmentdevices, (e.g., a player tracking unit) using a Video Switcher and TouchRouter Device (sometimes referred to herein as a “Display Manager”), toenable system menus and other Picture-in-Picture applications to overlaythe wagering game. Other embodiments may include sharing the displaybetween one or more wagering games and one or more system marketingpromotions, e.g., advertising, loyalty, customer-centric messages, videoconferencing, and video-on-demand applications. Generally, the terms“mixing” and “re-rendering” (e.g., switching, arbitrating,redistributing, routing, or the like), and other forms of each, refer tooriginal signals being passed through a switching device without anycopying and/or saving of the signals or associated data. However, itwill be appreciated by those skilled in the art that other embodimentsmay use any form of video signal processing herein.

Referring to FIG. 1, a component diagram depicts a Display Manager 200(i.e., Video Switcher/Touch Router Device) connected to main componentsof a gaming machine 100 and associated equipment. In one embodiment, theDisplay Manager 200 receives one or more video signals from a MasterGaming Controller 110 and Player Tracking Unit 140. The Display Manager200 receives touch signals from touch screen controllers on a Main GameDisplay 120 and a Secondary Display 130, and routes the signals to theMaster Gaming Controller 110 or Player Tracking Unit 140. In oneembodiment, the Player Tracking Unit 140 communicates with the MasterGaming Controller 110 through a Game Monitoring Unit (GMU) 141. The GMU141 provides a communication interface between the Master GamingController 110 and a Slot Virtual Private Network to handle such thingsas slot accounting, and the like.

The Display Manager 200 has the ability to build a video stream from thevideo signals from the Master Gaming Controller 110 and/or PlayerTracking Unit 140. As hereinafter described, the video signals from theMaster Gaming Controller 110 may represent a first content and be of afirst characteristic. The first characteristic may include, for examplefor legacy gaming machines 100, sometimes unique signal timing includinghorizontal scanning frequency (or period), vertical scanning frequency(or period), and the number of horizontal lines including blankingperiods. The Player Tracking Unit 140, installed in the gaming machines100 throughout the casino, is typically from a single manufacturer suchas the iView® device from Bally Technologies. The video signals from (orthrough) the Player Tracking Unit 140 are, except perhaps where thegaming machine 100 is from the same manufacturer as the Player TrackingUnit 140, of a second characteristic. This video stream may be then sentover Ethernet to a server, another gaming device, or to overheadsignage. This allows the game presentation to be sent enterprise-widefor broadcast purposes. A non-limiting example is that a jackpot win mayhave the game screens sent to overhead LCD signs throughout the casinoand on web portals. This creates the excitement for all players and notjust the one who triggered the progressive. Also the Display Manager 200may receive a video stream from a second source such as a server andblend this video stream into one or more Picture-In-Picture (“PIP”)window frames or semi-transparent overlays viewable on one or more LCDdisplays at the same time. Server executed games may be video streamedto this Display Manager 200 for presentation to the player. Playerinputs from the button deck and touch screen may be sent to theServer-Based Game Engine (SBG) for processing. In some embodiments theMaster Gaming Controller 110 is not needed to provide a thin-clientgaming device. The only components needed are the Display Manager 150and the peripheral controller. All RNG (Random Number Generator) gameoutcomes are determined and rendered on the servers. Even skill or skillpredominate games may execute on the server and be presented to the userover this video stream.

The component diagram of FIG. 2 depicts a Display Manager 200 used forswitching video signals and outputting the result to the Main GameDisplay 120 or Secondary Display 130. In a preferred embodiment, theDisplay Manager 200 has one or more video input ports 231 and 232 thatreceive video signals 230 intended for the Main Game Display 120, from aMaster Gaming Controller video output 238 and Player Tracking Unit videooutput 239. As described above the video signals 230 from the MasterGaming Controller 110, particularly for legacy gaming machines, are of afirst characteristic which may vary from manufacturer to manufacturerand from content to content. For example a manufacturer A may producefirst video signals having a common characteristic that is carriedthrough for all of the video signals from the Master Gaming Controller110, e.g. gaming related content whereas manufacturer B may producefirst video signals having a different characteristic. Often thecharacteristics are difficult to discern requiring deconstruction of thesignals and trial and error to make sure that the Display Manager 200conforms the video stream to the Main Game Display 120 and/or SecondaryDisplay 130. The Display Manager 200 receives instructions through aVideo Switcher Controller port 220. Using the video signals, the DisplayManager 200 mixes at 240 (e.g., switches, arbitrates, redistributes, orthe like) the video signals as directed by the commands coming in fromthe Video Mixer Controller 220 and outputs the result through avideo-out port 241 that is connected to the video-in port on the MainGame Display 120.

In another embodiment, the Display Manager 200 also has one or morevideo input ports 251 and 252 that receive video signals 250 intendedfor the Secondary Display 130 from a Master Gaming Controller videooutput 258 and Player Tracking Unit video output 259. The DisplayManager 200 receives instructions through the Video Mixer Controller220. Using the video signals, the Display Manager 200 mixes 260 (e.g.,switches, arbitrates, redistributes, or the like) the video signals asdirected by the commands coming in from the Video Mixer Controller 220and outputs the result through the video-out port 261 that is connectedto the video-in port on the Secondary Display 130.

In one embodiment, these video input and output connections 231, 232,241, 251, 252, and 261 are 15-pin Super Video Graphics Array (“SVGA”).In an alternative embodiment, these video connections may be 9-pin VideoGraphics Array (“VGA”), 15-pin SVGA, Low-voltage differential signalling(“LVDS”), Digital Visual Interface (“DVI”), any other video signalconnection, or any combination thereof. The Master Gaming Controller 110may be transmitting one or more protocols such as, but not limited to:

x y Aspect Name (width) (height) Ratio VGA 640 480 4:3 SVGA 800 600 4:3XGA 1024 768 4:3 XGA+ 1152 864 4:3 SXGA 1280 1024 5:4 SXGA+ 1400 10504:3 UXGA 1600 1200 4:3 QXGA 2048 1536 4:3 WXGA* 1366 768 16:9  WXGA+*1440 900 16:10 WSXGA* 1600 1024 16:10 WSXGA+ 1680 1050 16:10 WUXGA 19201200 16:10 WQXGA 2560 1600 16:10

In one embodiment, the Video Mixer Controller 220 is a USB port. In analternative embodiment, the port may be an RS-232 serial port orEthernet port and connected to a server or other controller inside thegaming cabinet.

Referring now to FIG. 3A, Touch Routers 325 and 335 are shown receivingtouch signals from touch controllers 321 and 331 and routing the signalsto the appropriate software applications. In one embodiment, the TouchRouters 325 and 335 are executed on the Player Tracking Unit 140. Inthis embodiment, the Main Game Display 120 is fitted with a Main GameTouch Screen 320. The Main Game Touch Screen is connected to the MainGame Touch Screen micro-controller 321. The micro-controller registersthe touches by sending signals and commands to the Main Game DisplayTouch Driver 323 on the Player Tracking Unit 140. The micro-controlleris connected to the Player Tracking Unit 140 via a COM port 322.

The Main Game Display Touch Driver 323 receives the micro-controllermessages and commands and calculates the pixel coordinate of the touchand communicates these coordinates to the Main Game Display Touch Router325. The Main Game Display Touch Router 325 determines if the touchoccurred over the scaled and shifted video input from the Master GamingController video input 231 or the Player Tracking Unit video input 232to determine the proper destination to route the touch message. Thetouch message is either routed to the Player Tracking Software 340 or tothe Main Game Display Touch Driver 343 on the Master Gaming Controller110. The Player Tracking Unit 140 connects to the touch driver via a COMPort-Out 329 on the Player Tracking Unit connected to a COM Port-In 342on the Master Gaming Controller 110.

In another embodiment, the system created content is rendered in anoverlay window that occludes main game content. The non-remapped orscaled touch screen input data may be sent to both the Master GamingController and the player tracking software and to the servers forprocessing. Otherwise stated, all applications receive all touch events,and each application processes these events in their own ways.

In another embodiment, the Secondary Display 130 is fitted with aSecondary Touch Screen 330. The Secondary Touch Screen is connected tothe Secondary Touch Screen micro-controller 331. The micro-controllerregisters the touches by sending signals and commands to a SecondaryDisplay Touch Driver 333 on the Player Tracking Unit 140. Themicro-controller is connected to the Player Tracking Unit 140 via a COMport 332. The Secondary Display Touch Driver 333 receives themicro-controller messages and commands and calculates the pixelcoordinate of the touch and communicates these coordinates to aSecondary Display Touch Router 335. The Secondary Display Touch Router335 determines if the touch occurred over the scaled and shifted videoinput from the video input 251 or the Player Tracking Unit video input252 to determine the proper destination to route the touch message. Thetouch message is either routed to the Player Tracking Software 340 or tothe Secondary Display Touch Driver 353 on the Master Gaming Controller110. The Player Tracking Unit 140 connects to the touch driver via a COMPort-Out 339 on the Player Tracking Unit connected to a COM Port-In 352on the Master Gaming Controller 110.

In one embodiment, the COM ports 322, 329, and 342 may be RS-232 serialports. An alternative embodiment may use a USB port. Still anotherembodiment may use a combination of USB and serial ports, usingUSB-to-serial converters to allow RS-232 communications through USBports. Those skilled in the art will appreciate that other ports mayalso be used, such as Ethernet, TCP/IP, and parallel ports. Referring toFIG. 3B, an embodiment is shown that utilizes a USB hub.

In still another embodiment, the Main Game Touch Screen 320 and theSecondary Touch Screen 330 use Sound Acoustic Wave technology tocalculate the location of the touch. Alternative non-limitingembodiments may incorporate touch screens utilizing Resistive,Capacitive, Infrared, Strain Gauge, Optical Imaging, Dispersive SignalTechnology, Acoustic Pulse Recognition, Frustrated Total InternalReflection technologies, any multi-touch capable display technology, orany combination thereof.

A series of diagrams are shown in FIGS. 4A through 4C demonstratingseveral methods of video switching of two video inputs 410 and 420 or425, and displaying both simultaneously on a shared display 450. FIG. 4Ademonstrates a split screen scenario. In one embodiment, the DisplayManager 200 receives the Game Video 410 and Player Tracking Unit Video420 and displays them side-by-side on a screen of the shared display. Ina non-limiting embodiment, the Player Tracking Unit Video 420 is notscaled or shifted, but a resulting Game Video 451 has been scaledhorizontally so that both video signals are displayed on the screensimultaneously. In another embodiment, the Player Tracking Unit Video ispositioned towards the bottom of the display and scales the Game Videovertically. Still another embodiment scales both the Player TrackingUnit Video and the Game Video. Another alternate embodiment has a screendisplay that is larger and has a higher resolution than either the GameDisplay or Player Tracking Unit Display such that both video outputs maybe displayed on a split screen without scaling either one.

Referring to FIG. 4B, a Picture-in-Picture scenario is demonstrated. Inthis embodiment, a screen layout of the Player Tracking Unit Video 425is designed so that a space is reserved for overlaying the Game Video410. The Display Manager 200 scales and shifts a resulting Game Video452 so that it is positioned above the reserved area on the playerPlayer Tracking Unit Video 425 in the shared display 450. In analternative embodiment (not shown), an area of the screen layout on thegame is reserved, and the Player Tracking Unit Video is overlaid on topof the game. This might be reserved for such information as player name,credits available, or other game or system information.

Referring now to FIG. 4C, a transparency scenario is depicted. In thisembodiment, the Player Tracking Unit Video 420 is overlaid on top of aGame Video 411 in the shared display 450. The Game Video is able to beviewed through a resulting Player Tracking Unit Video 422 with acustomizable level of transparency from 0% (Player Tracking Unit Videois completely opaque) to 100% (Player Tracking Unit Video is completelytransparent). In another embodiment, it is advantageous andaesthetically pleasing to alter this level very quickly in a shortperiod of time. When the level changes from 0 to 100 or alternativelyfrom 100 down to 0, continuously or at certain values in the range, theresulting effect is for the Player Tracking Unit Video 422 to fade in orfade out over the Game Video 411.

FIG. 5 shows the scaling performed on the Game Video. In thisembodiment, the Game Video 410 is scaled and shifted and displayedPicture-in-Picture 452 on the shared display 450. The original GameVideo height (“GHeight”) 511 and width (“GWidth”) 512 is scaledhorizontally by a factor of ScaleX (0 to 100%) and vertically by ScaleY(0 to 100%). A resulting Game Video 452 has a width of ScaleX*GWidth 551and a height of ScaleY*GHeight 552. The scaled Game Video 452 is shiftedhorizontally by ShiftX 561 and vertically by ShiftY 562, so that itslower left coordinate (0,0) on the original Game Video 410 is physicallylocated at coordinate (ShiftX, ShiftY) on the shared display 450.Coordinate (Gx, Gy) 510 on the Game Video 410 would be translated to (x,y) 550 on the shared display 450 in such a way that:

x=ShiftX+(ScaleX*Gx)

y=ShiftY+(ScaleY*Gy)

It should be recognized that for proper video presentation and scalingit is necessary to define, for the video stream, the edges of thedisplay so that the content is not lost “off screen”.

Still in another embodiment, one video input is superimposed overanother, allowing part of a first video signal to be fully transparent,thus allowing the second video signal to be completely visible at thosecoordinates, while having other parts of the first video signal tocompletely obscure the second signals at other coordinates. FIG. 6 is adiagram demonstrating one embodiment where a system video signal issuperimposed over the Master Game Controller signal. In a non-limitingexample, a Game Video 610 shows a five-reel video slot game. In othernon-limiting embodiments, the Game Video may be video from anyelectronic video game, such as video reel slot games, video poker, videoblackjack, video roulette, video craps, video keno, and video andelectronic bingo. One skilled in the arts will appreciate that thewagering game video source could include any existing or future wageringgame, including a 3D video game, dexterity-based skill games,knowledge-based skill games, lottery terminals, and the like.

A Player Tracking Video 625 is shown as a single screen with three areasof interest. First, there is a streaming video window 630 presentingsome video-on-demand. Second, there is a player message window 640presenting a welcome message to a recognized player. In one embodiment,the player is recognized by inserting his loyalty or player's club cardinto a card reader on the gaming machine 100. The Player Tracking Unit140 reads the identification number and requests the player name andother player information from the slot system or CMS. Once theinformation has been sent to the player device, it then displays one ormore messages applicable to this player, including possibly targetadvertisement, personal, or other messages.

In another embodiment, the Player Tracking Unit may recognize the playerthrough a biometric face or retinal camera. Still, in anotherembodiment, the Player Tracking Unit may recognize the player throughfinger print recognition technology by either having the player touch orswipe his finger across a reader, or by having the reader embedded inanother peripheral, such as a button or touch screen. The third area ofinterest on the Player Tracking Unit Video 625 is the remaining unusedscreen area 650 that has been colored Magenta.

In other non-limiting embodiments, this color could be green, blue, orany other color that is guaranteed not to show up in the other usedareas of the screen. The Display Manager 200 superimposes 649 the PlayerTracking Unit Video 625 on top of the Game Video 610. The resultingShared Display 650 shows the super-imposed image including the StreamingVideo Window 630, the Player Message Window 640 unchanged, and now theremaining screen which is now transparent 651, although it is Magenta onthe original video signal.

In still another non-limiting embodiment, the opaque areas of thesuperimposed images 630 and 640 may apply a customizable level oftransparency from 0% (completely opaque) to 100% (completelytransparent). In another embodiment, it is advantageous andaesthetically pleasing to alter this level very quickly in a shortperiod of time. When the level changes from 0 to 100 or alternativelyfrom 100 down to 0, continuously or at certain values in the range, theresulting effect is for the super-imposed image 625 to fade in or fadeout over the background image 610.

Turning to FIG. 7, a flowchart is shown charting the touch screen signalfrom a player's touch to the final software endpoint receiving therelative pixel screen coordinate. In use, the player touches the screen705 which is registered with the touch screen micro-controller 710. Themicro-controller communicates the touch signal to the Player Trackingtouch driver 715, which interprets the micro-controller protocol tocalculate the physical pixel coordinates (x,y) of the touch 720. ThePlayer Tracking Unit touch driver provides these coordinates to thePlayer Tracking Unit OS 722 such as Windows.

Other non-limiting embodiments associated operating systems are Linux,OSX, QNX, and MS-DOS. The Player Tracking Unit 140 O/S receives thephysical screen coordinates of the touch (x,y) and forwards them to theTouch Router 725. The Touch Router receives the coordinates (x,y) 730and makes a determination 735 if the coordinates refer to a locationcurrently displaying video from a video source other than the PlayerTracking Unit 140, e.g., a Wagering Game executing on a Master GamingController 110. If the source is from an application running on thePlayer Tracking Unit 140, the Touch Router forwards the physical screencoordinates (x,y) to the Player Tracking Unit software 760. However, ifthe touch corresponds to a video signal from the Master GamingController 110, the Touch Router calculates the coordinates (Gx, Gy)from the perspective of the originating video source.

In one embodiment, the game screen coordinates are calculated 740 fromthe scale factor (ScaleX, ScaleY) and shift values (ShiftX, ShiftY)employed to scale and shift the game video signal onto the shareddisplay, as exemplified in FIG. 5. In this way the (Gx, Gy) coordinateswould be calculated in such a way that:

${Gx} = \frac{\left( {x - {ShiftX}} \right)}{ScaleX}$${Gy} = \frac{\left( {y - {ShiftY}} \right)}{ScaleY}$

The Touch Router converts the calculated coordinates (Gx, Gy) to amicro-controller protocol sent to the Game Touch Driver 745. The GameTouch Driver receives the micro-controller data and converts to thephysical screen coordinates (Gx, Gy) and communicates these coordinatesto the Game O/S 750. Then, the Game O/S forwards the coordinates to theGame Software 755.

In another embodiment, the determination logic 735 may be embedded inthe Player Tracking Unit software managing the screen displayed in thePlayer Tracking Unit Video. The Player Tracking Unit software determinesif the touch is on an active part of its display (e.g., a visibleportion) or a non-active portion (e.g. a transparent portion or outsidethe range of an active display). If the touch is on an active portion,it handles the touch through its normal method. If the touch is on aninactive portion, it forwards the (x,y) coordinate to the de-scaling andde-shifting component which converts coordinates and forwards them tothe appropriate device, e.g., the device providing the video source onwhich the player touched.

In still another embodiment, system-rendered content may be shown on asmall iVIEW display (640×240) and a primary game display (main orsecondary). A player may elect to have the data shown on one or bothscreens simultaneously. Triggering events may force the larger primarygame screens to render the media to provide the best customerexperience.

In some embodiments, the PIP windows may slide in or out of view whenthey are not needed. They may also fade in or out as needed as well.Monitored data from the game, Player Tracking Unit device or a servermay trigger these windows (PIP) to appear/disappear based upon businessrules or thresholds.

In some embodiments a player may reposition/resize any PIP window, andall of the other graphics will automatically or manuallyre-organize/rescale/resize. Player-preferred screen configurations maybe saved for later use on this or another gaming machine at a laterdata. This configuration data is stored in a save state server andassociated with a player identifier, a game identifier, and acabinet/display identifier. A player is provided with a configurationscreen to set the desired modes. Level of transparency for any and allwindows is also configurable for a player and may be maintained in thesave state server. A player may configure how they want to look at thegame to build a fully customizable gaming experience.

There is a growing demand in the gaming environment for a video andtouch screen switching hardware device, system, and/or method. Anembodiment of such a device, system, and/or method mixes (e.g.,switches, arbitrates, redistributes, routes, or the like) the VGAoutputs from both the iVIEW (or other system gaming/Player TrackingUnit) and main game processor board to drive either or both the maingame and secondary displays. Furthermore, the device would intelligentlyroute touch screen events to either the game or iVIEW softwarecomponents. The device would allow multiple windows driven by the basegame and system components to simultaneously be shown on the samedisplay(s). One embodiment of a video and touch screen switching deviceprovides a migration strategy for current iVIEWs (or other systemgaming/Player Tracking Unit) with some quick immediate modifications,and requires little or no work for gaming manufacturers to implement.

A preferred embodiment of a video and touch screen switching devicemaintains a wall of separation between the regulated gaming devices andtheir associated gaming equipment. The embodiment enables an operator toprovide differentiated customer experiences on their games, and alsoconsistent customer experience for their systems and every other part oftheir casino and brand. This embodiment enables the above-described,operator-desired functionality, meaning that differentiated experiencesare pushed to each game manufacturer and exist on the gaming device,while consistent experiences may be implemented by a single vendor andexist on the associated equipment device, or possibly an adjunct gamingdevice accessory (depending on regulatory requirements). This embodimentaddresses customer demands in a relatively quick manner, provides moresatisfaction for the customer, and may be more palatable for othermanufacturers.

One embodiment of the Display Manager (see FIG. 8) generally includesthe game CPU (or Master Gaming Controller 800) connected to the mainmonitor 802 and/or top monitor 804 using standard VGA connection. Atouch screen on either of these devices is connected to the Game CPU viaa serial connection. The iVIEW processor 806 is integrated with thesmall 640×240 iVIEW display 808. The iVIEW has a serial touch screen.Both the Game CPU and iVIEW (or other system gaming/Player TrackingUnit) connect their audio into a separate switching device, allowingvolume setting and balancing by a slot tech. A Game Monitoring Unit(“GMU”) 810 is connected to the base game.

In one embodiment shown in FIG. 9, a Display Manager (i.e., Game/SystemSwitcher) includes a video and touch screen switcher disposed betweenthe touch screen displays and the Game CPU and iVIEW, allowing the GameCPU and iVIEW to effectively share the devices. These switchers may beeither software or hardware. In one embodiment, a small hardware videoswitcher would be used along with implementing the touch switcher insoftware running on the iVIEW. In this embodiment, the Display Managerreceives two VGA signals to be mixed and rendered, without copyingand/or saving of the original signals (e.g., switched, arbitrated,redistributed, routed, or the like), to a first monitor via a first VGAoutput signal.

In another embodiment as shown in FIG. 10, an option is extended to twomonitors. The Display Manager receives two additional VGA signals to bemixed and rendered, without copying and/or saving of the originalsignals (e.g., switched, arbitrated, redistributed, routed, or thelike), to a second monitor via a second VGA output signal. Mixingcommands may be received from the iVIEW via a USB connection.

In its most simple implementation, the game content may be scaled, andiVIEW content may be placed beside it in a split screen configuration,as shown in FIG. 11. In this embodiment, the iVIEW (or other systemgaming/Player Tracking Unit) instructs the Display Manager to scale thegame VGA signal to allow enough room for the iVIEW content by supplyingthe overall coordinates (top, left, height, and width). The iVIEW theninstructs the Display Manager to display the iVIEW VGA signal in theupper left corner, again by supplying the appropriate coordinates. TheiVIEW has the intelligence to know the existing game state and playertracking state and may re-size, scale, or position windows based uponbusiness rules.

In order to preserve the aspect ratio of the game and minimizedistortion, the iVIEW may accommodate a full-size screen display,leaving a space for the game content of appropriate proportions as shownin FIG. 12. This technique opens up real estate on top and bottom of thegame window. The iVIEW (or other system gaming/Player Tracking Unit)then instructs the Display Manager to display the iVIEW content fullscreen and to overlay the scaled game window in the appropriatelocation.

Alternatively, in another embodiment, the iVIEW (or other systemgaming/Player Tracking Unit) may instruct the Display Manager to displaythe game content full screen and overlay the iVIEW content (e.g., SystemWindow) on top of the game content as depicted in FIG. 13. Additionally,the Display Manager supports transparency, allowing the game content tobe visible through the iVIEW content.

The iVIEW receives physical screen coordinates via the standard touchscreen. Using its knowledge of how the game content is positioned (sinceit instructed the Display Manager where to place the game content), theiVIEW may determine if the user touched the game content on the screen.Referring to FIG. 14, if the game content was touched, iVIEW passes therelative coordinates to the Display Manager, which calculates what thephysical coordinates would have been if the game content had not beenscaled. The Display Manager then passes these re-mapped coordinates byemulating the micro-controller of the touch screen. The touch controlleris able to emulate the standard touch controllers on the floor.

The Display Manager device, system, and method disclosed herein areadaptable to the various cabinet styles on the slot floor. In the caseof a video cabinet sporting a top monitor, this Display Manager maydrive both monitors simultaneously, depending on the processing powerand VGA connections of the iVIEW (or other system gaming/Player TrackingUnit). Referring to FIG. 15A, the Display Manager (i.e., video switcher)receives two VGA inputs from the Game CPU and two from the iVIEW andplugs into the VGA ports of both the upper and lower monitors. TheDisplay Manager receives commands from iVIEW on how to re-render (e.g.,switch, arbitrate, redistribute, route, or the like) game content oriVIEW content or a combination of both on one or both screens, possiblysimultaneously. Likewise, as shown in FIG. 15B, upper and lower touchscreens plug directly into COM ports on the iVIEW. The Game CPU plugsboth of its serial connections into the iVIEW board. The software touchswitcher on the iVIEW receives inputs from the two touch screens andsends the re-mapped coordinates to the Game CPU on the appropriateserial connection.

Driving dual monitors enables persistent secondary content to display onthe top monitor (e.g. advertising, secondary games) where it is easilyviewed by both the player and others that might be in the surroundingarea while placing short-lived, customer interactive content (e.g.,Service window menus, and the like) on the main game monitor, which isbetter positioned ergonomically for customers' interaction.

In one non-limiting embodiment in which the iVIEW lacks the processingpower or necessary ports to drive both monitors and of a dual displaycabinet, the Display Manager (i.e., game/system switcher) may beconfigured to drive only one of the monitors (either top or bottom). Inthis embodiment, the Display Manager as shown in FIG. 16A only receivesthe VGA input from the shared monitor and the iVIEW. The software touchswitcher as shown in FIG. 16B on the iVIEW has a COM connection to theshared touch screen and a single COM connection to the Game CPU. Themain monitor is still dedicated to the game by maintaining its directVGA and COM connection to the Game CPU.

In FIGS. 17A and 17B, the case of a video cabinet with no top monitor isshown and is similar to the previous embodiment. The Display Manager isconfigurable to support different resolutions and aspect ratios (e.g.,widescreen displays). Additionally, the unique aspect ratio is therotated widescreen single monitor as shown in FIGS. 18A and 18B. Thisprovides similar viewing access as a dual display cabinet on a singlescreen. The iVIEW (or other system gaming/Player Tracking Unit) isresponsible for managing the unique “real estate” layout (i.e., thedisplay screen area) and directing the Display Manager appropriately onwhere to place overlays.

Another embodiment of a single screen solution is the stepper cabinetwith a top monitor as shown in FIGS. 19A and 19B. The Game CPU maintainsits connection to a Reel Controller Unit. The Display Manager (see FIG.19A) mixes (e.g., switches, arbitrates, redistributes, routes, or thelike) the Game CPU top monitor content with the iVIEW content. Thesoftware touch switcher (see FIG. 19B) sends the re-mapped touchcoordinates to the Game CPU.

In yet another cabinet style, the stepper cabinet has no top monitor asshown in FIGS. 20A and 20B. One possible solution is to install atransparent overlay over the reels. Since the Game CPU does not have anyVGA output, there is no Display Manager or video switcher (see FIG.20A), and the iVIEW VGA connects directly to the transparent overlay.The overlay becomes a dedicated iVIEW display replacement. Likewise,there is no touch mixing (see FIG. 20B). The iVIEW simply receives thetouches from the overlay touch screen. Alternatively, another embodimentfor stepper cabinets with no top monitors employs the current smalleriVIEW display, which is shown in FIGS. 21A and 21B.

In a preferred embodiment of the Display Manager device, system, and/ormethod, the game manufacturer does not have to take any additionalactions to utilize the functionality of the device, system, and/ormethod. In some embodiments, a few event exception codes may beincorporated to G2S (Game to System) and/or SAS (Slot AccountingSystem), but an immediate benefits to manufacturers is the minimizationof any costly development, QA, and/or manufacturer submissions.

In one embodiment, system-related features remain with system providers,and system-only peripherals remain independent of the base Game OS. As aresult, operators may continue to enjoy rapid development and deploymentof system features across the floor. A single implementation of newsystem features continues to ensure that customer experiences areconsistent, independent of various implementations and capabilitydifferences across the various devices. Remote host providers may workwith a single vendor to develop and support any third-party systemcapabilities. A single implementation provides consistency in thecapabilities in the run-time environments on the floor. A single systemmanufacturer may easily and more quickly define system parameters andestablish agreements for ensuring content runtime environments, therebyreducing the number of variations the content developers need to developand support.

Similarly, a single system manufacturer may control the prioritizationalgorithms for displaying content across the floor. Operators may workwith a single vendor to ensure that high priority content is displayedappropriately, e.g., simultaneously, in a timely manner. Keeping commonsoftware infrastructure components (e.g. Flash player), potentially usedby third parties, are more likely to remain up-to-date since updatingthem is dependent only on a single manufacturer and platform. Systemsfunctionality remains on associated equipment reducing the riskincreased regulatory overhead. Additionally, new cabinets are notrequired for customers to benefit from this technology.

The Display Manager offers benefits to the operators and industry.Depending on desired capabilities, this embodiment provides the operatorwith a migration strategy and the opportunity to preserve a portion oftheir investment in iVIEWs (or other system gaming/Player Tracking Unit)that they currently own. The existing board supports basicsingle-display mixing (e.g., switching, arbitrating, redistributing,routing, or the like).

An operator may upgrade any currently owned iVIEW (See FIG. 22) toprovide a game monitor system window, a top monitor display, or both. Asa result, the operators do not need to decide whether to purchase iVIEWs(or other system gaming/Player Tracking Unit) today or wait for a shareddisplay solution. When the shared display solution is available, orotherwise timely to acquire, they may upgrade their machines, not onlyavoiding the full cost of the new capability, but also possiblyextending the life of their exiting iVIEWs' processor. Once enhancedsystem gaming/Player Tracking Units are available (See FIG. 23),operators may purchase those on new machines moving forward.

Referring now to FIG. 24, in another embodiment, the Display Managercombines the screen content from two or more sources without affectingthe physical construction of the devices connected to it. The mixingmode of the input screens depends on an external input using a USB orserial interface. Preferably, a Display Manager is an image processingunit that has two or more VGA/DVI (and possibly LVDS) inputs and aVGA/DVI output. Additionally, the mode select is another control inputto the Display Manager that also acts as an input for dynamic sizechange commands. The Display Manager may utilize USB, RS-232, or anothersuitable protocol. The above-described input path may also be utilizedfor the upgrading of the Display Manager. In another embodiment, acoaxial input may be used to feed a Television/Tivo/DVR (digital videorecorder) signal directly into the Display Manager.

In one such embodiment, the basic construction of the Display Manager isshown in FIG. 24. Specifically, the Display Manager may be used togenerate a Picture-In-Picture mode. The common display is currentlyshowing the gaming machine screen. The iView/GTM (Game Terminal Manager)has an important message that needs to be displayed on the main screen.A screen display mixing style PIP (Picture-In-Picture) is selected usingthe USB/Serial interface. The Display Manager combines the signal,performs the required image processing, and then provides the input to acommon display. The common display shows the main game with a PIP of theiView/GTM message screen. The size of the PIP screen may also bedynamically changed using the selection input.

In such an embodiment, the control input may be used for screen mixingselection or for the size of the effects. For example, the screen mixingselection may be used with any of the following styles: PIP, POP(Picture-on-Picture), dissolver, fader, andvertical/horizontal/multimode screen splitter. Additionally, the size ofthe effects may be varied (e.g., the split screen or the PIP image sizeand position may be dynamically changed using the control input).Moreover, the Display Manager may be extended to more than two inputs sothat a third input from a standard TV/Tivo/DVR may be connected to useany of the mixing styles for display on the main screen.

In a preferred embodiment of the Display Manager, display mixing effectsmay be implemented without any modifications to the current gamingmachine or GTM hardware. Both the GTM and the gaming machine do notrequire any additional software changes other than the mode control.Even this change may be eliminated if the mode is a fixing mode (e.g.,only PIP). Additionally, the Display Manager simplifies theimplementation of the display mixing in all currently-existing filedhardware, because only a simple VGA cable has to be connected to theDisplay Manager instead of the gaming machine.

Referring now to the Display Manager software and configuration, theDisplay Manager operating system and content include right and bottomdisplay panels. The operator has the option to select a panel that bestsuits the base gaming machine. The operator changes the screenconfiguration by entering the employee page and selecting the “Change DMConfig” button.

In one embodiment, an iVIEW controls the touch screen remapping of thegaming machine and iVIEW, as well as controlling the Display Manager.The Display Manager mixes the video outputs from the iVIEW and the maingaming controller, and displays the combined image on the game screen.The iVIEW OS controls the screen layouts via serial link to the DisplayManager board.

Preferably, the iVIEW board performs touch screen remapping of thegaming machine and iVIEW screen. Touch screen inputs from the video areacorresponding to the main game are routed to the game and inputs fromthe iVIEW area are routed to the iVIEW application. The touch screenmanagement is performed by the iVIEW using a USB to Serial PortConverter. This system is compatible with the existing SDS (Slot DataSystem) environment and does not require modification to the main gameOS.

In one embodiment, the GTM iVIEW operating system in the SD card isMicrosoft Windows CE. The SD card also holds the iVIEW content, whichmay be customized for advertising, messages to the player or othercasino-designed promotional messages. The minimum recommended compactflash size is 256 MB. The content or Operating System (OS) can beupdated by replacing the GTM SD card.

Both the operating system and content are signed and authenticated. TheGTM iVIEW hardware verifies the signatures of the OS and content.Additionally, the GTM iVIEW launches the operating system andapplication after the files are verified. If any of the files on the SDcard are modified, the GTM iVIEW displays an error screen upon boot up.The casino may modify the content file (manufacturer folder in the SDcard) but the new content must be resigned using the manufacturer DSAfile signer (Level III signing). The operating system files may not bemodified by the casino.

In one embodiment, the SD card content enables players to insert theircards to activate a standard player screen and request services,assistance, or other information with unavailable/non-supported itemsbeing “grayed out.” The employee card activates a standard interfacescreen with associated operator, regulator, and diagnostic/installationfunctions.

In one non-limiting example, the interface with the Gaming MonitoringUnit (GMU) software is consistent using previously used interfaces. TheGTM iVIEW uses a standard EPI port to connect to the GMU. Neither theGTM iVIEW Operating System, Application, nor Content modify the metersor the accounting information stored and processed by the GMU.

This embodiment is compatible with (1) Capstone Display Manager Boardwith OS version fli8548_RD4_board_ext_v7.hex; (2) SDS 8.2.X or higher;(3) MC300 Game Monitoring Unit with ECO 2103 or higher; (4) iVIEW SoundMixer (GLI file number SY-22-SDS-06-14); and (5) GTM iVIEW touch screendisplay. Additionally, this embodiment introduces various enhancementsand features, including (1) right and bottom Display Manager displayscreens; (2) new employee functions to select the left, right, or bottomDisplay Manager display screens; and (3) support for additional videoresolutions (VESA-compliant; 640×480 to 1280×1024), video refresh rates(50 hz to 85 hz), video output (VGA and DVI), and touch screen serialinterfaces (3M EX-II).

The Display Manager is a hardware component that mixes the iVIEW contentand the game content and then displays the mixed content on the gamingmachine's monitor-touch screen. Mixing the content for both the game andthe iVIEW onto one screen provides players easier access for downloadingcredits from their accounts without interruption of game play or accessto other player functions. The hardware component is installed betweenthe iVIEW display and the gaming machine's monitor-touch screen.

In one embodiment, the following hardware and software are installed toconnect and run the Display Manager feature: (1) iVIEW GTM (206978) withvideo pigtail (206970-00-0) and (2) DM operating system (OS).Additionally, in one embodiment, installation of the Display Manageruses the following components: (1) three USB Cables; (2) two USB toSerial Connectors; (3) USB Hub; (4) one Display Manager with VGA to DVIConverter, including a DVI cable; (5) one RS232 Serial Cable, Molex8-pin from iVIEW J2 to 9-pin serial on the Display Manager; (6) oneRS232 Cable USB Hub to monitor touch screen; (7) three VGA Cables (iVIEWVGA OUT to DM VGA to DVI converter IN, gaming machine Processor BoardVGA OUT to DM VGA IN, and DM VGA OUT to gaming machine Monitor VGA IN);(8) one RS232 Null Modem Cable (USB Hub to gaming machine processorboard touch screen 9-pin serial connector).

In another aspect of one embodiment, the Display Manager operatingsystem (OS) and content held on the iVIEW SD card are upgraded wheninstalling the Display Manager software. Typically, this is performed byinserting the SD (Secure Digital) card into the SD socket on the iVIEW.

Further, in one non-limiting embodiment, the Display Manager hardware isinstalled by plugging each cable into the appropriate connector on eachpiece of hardware as follows: (1) USB cable from iVIEW USB Host to USBHub; (2) USB cable/serial to USB converter connector from USB Hub toRS232 cable to monitor touch screen; (3) USB cable/serial to USBconverter connector from USB Hub to RS232 Null Modem cable to gamemachine processor board DB9 touch screen connector; (4) iView VGA OUT toDisplay Manager DVI converter box VGA IN port; (5) iVIEW RS232 toDisplay Manager serial 9-pin; (6) gaming machine VGA OUT to DisplayManager VGA IN; (7) Display Manager VGA OUT to monitor VGA IN; (8) DVIcable from Converter OUT to Display Manager Converter IN (Converterdipswitches 1, 5, and 10 should be in the ON position).

Referring now to FIG. 25, after the Display Manager software andhardware have been installed, the gaming screen is then configured. Inone embodiment, the configuration is performed by accessing the employeemode to calibrate the touch screen. Specifically, the touch screen iscalibrated by accessing the employee mode, selecting touch screencalibration, and following the instruction prompts on the monitor forcalibration.

As shown in FIG. 26, a user (1) accesses the employee mode, (2) selectsthe Display Manager Configuration Screen, and (3) touches the area ofthe screen where the menu is to display. The typical configuration forvideo gaming machines is as follows:—For the Left: Bottom bar is alwayson. The Menu displays on the left side. The game shrinks to fit theupper-right. For the Right: The bottom bar is always on. The Menudisplays on the right side. The game shrinks to fit the upper-left. ForSpinning-Reel machines, select Bottom. After the settings have beenselected, touch OK to save the settings.

Referring now to FIG. 27, a component diagram of the Display Manager isshown in connection the EGM main controller (Master Gaming Controller),the GTM iView, and the gaming machine's display screen (EGM display).Additionally, at least one possible non-limiting embodiment of thewiring of these components is shown. In another embodiment, the DisplayManager is configured to support DVI & VGA on both inputs and output,eliminating the external TTL & DVI converters. In still anotherembodiment, touch scaling is incorporated into the Display Managerboard, thereby eliminating the USB hub and serial-USB converters.

In yet another embodiment, Genesis FLI8668 scaler chip is used insteadof the FLI8548 scaler chip. The Genesis FLI8668 scaler chip is morepowerful and can support higher resolutions and more flexible PIPoptions. The FLI8668 scaler chip provides high integration for advanced,dual-channel applications of Picture-in-Picture (PIP) andPicture-by-Picture (PBP). Specifically, two videos decode with 3D combfilters and two channels of DCDi (Directional Correlation Deinterlacing)processing, and true 10-bit performance provides an extreme high-qualitypicture for a two-channel application.

Additionally, the FLI8668 scaler chip provides special performancefeatures such as the Faroudja DCDi Cinema video format converter, bluestretch, DDR memory with a read-write of 10 bits per pixel, and flexiblesharpening algorithms providing unparalleled performance. The FLI8668scaler chip also includes an integrated Analog Front-End (AFE) thatincludes two triple ADCs, a cross-point switch, and two FaroudjaIntellicomb™ 3D comb filters. The flexible AFE ensures simple PCB designwith direct connections to TV tuners and input video connectors.

Genesis Microchip Inc., the maker of the Genesis scaler chip has beenacquired by STMicroelectronics (NYSE: STM). Worldwide Headquarterslocated at STMicroelectronics, 39, Chemin du Champ des Filles, C. P. 21,CH 1228 Plan-Les-Ouates, GENEVA, Switzerland. One of ordinary skill inthe art will appreciate that other equivalent (or better) scaler chipsmay also utilized without departing from the scope of the invention.

Referring now to FIG. 28, a simplified component diagram of the DisplayManager is shown in connection the EGM main controller (Master GamingController), the iView, and the Game Display. The component diagramshows both the video connections and the touch screen control.

Referring now to FIG. 29, a logic flow diagram is shown of the DisplayManager's basic functions. As shown in FIGS. 30 and 31, a logic flowdiagram of uncarded direct messages using the Display Manager system isdisclosed (FIG. 30) and a logic flow diagram of carded direct messagesusing the Display Manager system is disclosed (FIG. 31).

Referring now to FIG. 32, a logic flow diagram is shown of theadditional Display Manager functions. Additionally, with reference toFIG. 33, a logic flow diagram of the additional serial touch screenfunctions is disclosed.

Turning to FIGS. 1 and 34-36 embodiments of the method, system andapparatus for tuning a video switching device (‘Display Manager”)according to the present invention will now be described. Upon boot upof a gaming machine 100, for example, the master gaming controller 110will send first video content of a first characteristic to the DisplayManager 200. As described above the Display Manager 200 is configured tomix video signals from the Master Gaming Controller 110 having firstcontent and first video signal characteristics with video signals from asecond source such as the associated equipment Player Tracking Unit 101or from a network source. With legacy gaming machines 100 the firstvideo signals the Display Manager 200 may not recognize the signalcharacteristics. Namely the scalar chip for the Display Manager 200 maynot recognize the first video signals sufficient to scale the videostream to properly match the margins with the margins of the videodisplay such as the Main Game Display 120. In the past, when this hasoccurred an error message is rendered. The remedy was to de-constructthe first video signal timing characteristics and to alter the firmwareof the Display Manager 200 to recognize and properly scale the videosignal stream to the margins of the receiving video display such as theMain Game Display 120 or Secondary Display 130. Reconfiguration of theDisplay Manger 200 required time and effort and may require renewedapproval of the Display Manger 200 by regulatory authorities fornumerous jurisdictions.

To overcome these drawbacks, according to an embodiment of the presentinvention the Display Manger 200 is provided with a non-volatile memoryconfigured to store data corresponding to video signature data and acorresponding scalar video adjustment data, e.g. timing parameters. Withreference to FIG. 34, the Display Manger 200 is configured to capturesignal “primitives” which, for a VGA video signal, include: HorizontalFrequency (or period), Vertical Frequency (or period) and the TotalNumber of horizontal lines, including blanking periods, for the signals.The blanking periods define the margins for the timing of the videosignals which, for proper display, should be configured to match videopresentation with the margins of the intended or target display. FIG. 35illustrates these primitives. At 3500 is a graph showing the VerticalFrequency which is used to synchronize the signal as well as theHorizontal Frequency shown as horizontal synch graph 3502. Additionallythere are red, green and blue analogue signals (0-0.7V) 3504, 3506, 3508used to control color. The extracted primitives or a portion orderivative thereof representing a video signature are compared by theDisplay Manger 200 to a data structure storing a list, table or matrixof recognized video signatures and corresponding tuning adjustments(timing) required by the scalar to properly scale the video image to thedisplay. The list, table or matrix may include data representing theresolution/size of the target video display. If there is a correspondingsignature in the table or listing, the scalar adopts the correspondingscaling to properly size the video data to the target video display suchas the Main Game Display 120. When the Display Manager 200 encountersvideo signals from the Master Gaming Controller 110 which do notcorrespond to a “known” video format signature, an error message isproduced.

To resolve the error condition, and according to the present invention,a learning mode 3400 (FIG. 34) is initiated. Using a device such as atuner 3600 (FIG. 36) coupled to the Display Manager 200 such as througha USB or other conventional coupling (or wireless communication), atechnician initiates the learning mode whereupon the Display Manger 200is commanded to asynchronously poll the firmware to extract the videoprimitives and derived signature for unrecognized video signal. Thetechnician at 3402 inputs the active resolution of the target videodisplay such as the Main Game Display 120. The extracted primitivesand/or signature for the video signal are at 3404 associated with theactive resolution. Using a user interface 3602 on the tuner 3600 to makefine adjustments at 3406 to certain parameters such as the vertical andhorizontal blanking periods in addition to input capture clock phasecorrections. Other adjustments may include centering the image andinsuring the image is of a proper size using commands tailored to theDisplay Manger 200 firmware. The Display Manger 200 at 3408 retains thenew video timing and adjustment data in the table, list or matrix of thenon-volatile memory associated with the video signature for futurereference. Thus the next instance video signals are received which havethe previously unknown video signature are encountered, the table can bereferenced and the proper adjustments made to the video signals.

Since the previously unknown video signals may be used for similarlyconfigured gaming machines 100 it would be advantageous to be able topopulate the adjustment data to those similar gaming machines 100. InFIG. 36 the gaming machine 100 is shown with the Display Manger 200shown, for purposes of illustration, outside of the gaming machine 100.According to this embodiment, once the adjustment solution has been madeand stored as described immediately above, the adjustment may bepopulated to other gaming machines 100 through a communication network3604. For example, the Player tracking Unit 101 may poll the DisplayManger 200 to obtain any new adjustment data and broadcast the solutiondata throughout the network or to like configured gaming machines 100for updating their tables stored in their non-volatile memories. As afurther embodiment the tuner 3600 may store a copy of the data toaccelerate the adjustment process.

Turning to FIG. 37 there is shown a further feature of the presentinvention. According to this embodiment, the tuner 3600 can providenavigation tools that allow the user to check on the status of systemsconnected directly or indirectly to the Display Manger 200. According tothis embodiment the tuner 3600 when placed in communication with theDisplay Manger 200 can be configured to control the Display Manger 200to display a diagnostic dashboard 3700 in, for example, asemi-transparent mode or in a PIP mode. As shown this dashboard maydisplay indicators regarding the status of: the Player Tracking Device101, the GMU 141, the system communication link, the system server(s),the player card reader and touch screen. These indicators may show acolor to indicate status such as green for on-line and red for off-line.

One of ordinary skill in the art will appreciate that not all gamingsystems and methods will have all these components and may have othercomponents in addition to, or in lieu of, those components mentionedhere. Furthermore, while these components are viewed and describedseparately, various components may be integrated into a single unit insome embodiments.

The various embodiments described above are provided by way ofillustration only and should not be construed to limit the claimedinvention. Those skilled in the art will readily recognize variousmodifications and changes that may be made to the claimed inventionwithout following the example embodiments and applications illustratedand described herein, and without departing from the true spirit andscope of the claimed invention, which is set forth in the followingclaims.

What is claimed is:
 1. A method for configuring the display of videosignals at a gaming device having a master gaming controller configuredto issue first video signals representing first content and having afirst video characteristic and a source issuing second video signalsrepresenting a second content and a video switching device configured toreceive said first and second signals and control said display todisplay said first and second content at said display, said methodcomprising: determining by the video switching device from the firstvideo characteristics a first signal signature; comparing by the videoswitching device said first signal signature to signatures stored in adata structure, said data structure including for each stored signaturean adjustment to size said content to said display; if said first signalsignature is comparable to a signature stored in said data structure,applying by the video switching device said corresponding adjustment;and if said first signal signature is not comparable to a signature indata structure, said video switching device controlling said display todisplay an image for adjusting said image to said display and storingsaid new adjustment in said data structure.
 2. The method of claim 1comprising if said first signal signature is not comparable to asignature in said data structure, connecting a tuner to said videoswitching device and adjusting said image to said display with saidtuner.
 3. The method of claim 1 comprising if said first signalsignature is not comparable to a signature in said data structure, saidvideo switching device controlling said display to display an image foradjusting said image to said display and storing said adjustment in saiddata structure, said adjusting step including inputting the resolutionof said display and controlling said video switching device to fit saidcontent to said display.
 4. A method for configuring the display ofvideo signals of a plurality of gaming devices connected to acommunication system, each gaming device controlled to issue first videosignals representing first content having a first video characteristicand a source issuing second video signals representing a second contentand a video switching device configured to receive said first and secondsignals and control said display to display said first and secondcontent at said display, said method comprising: determining byapparatus associated with the gaming device from the first videocharacteristics a first signal signature; comparing by apparatusassociated with the gaming device said first signal signature tosignatures stored in a data structure, said data structure including foreach stored signature adjustment data including data to adjust thedisplay of said content to said display; if said first signal signatureis comparable to a signature adjustment data stored in said datastructure, applying by the apparatus associated with the gaming devicesaid corresponding adjustment; if said first signal signature is notcomparable to a signature in said data structure, controlling saiddisplay by the apparatus associated with the gaming machine to displayan image for adjusting said image to said display and storing said newadjustment data in said data structure; and communicating said newadjustment data from the apparatus associated with the gaming deviceover said system to at least one other gaming device.
 5. The method ofclaim 4 comprising if said first signal signature is not comparable to asignature in said data structure, connecting a tuner to said apparatusassociated with the gaming device for adjusting said image to saiddisplay with said tuner.